
Game feel
by Steve Swink · first published 2008
9mentions
6recommended by
8HN commenters
2009–2026first – last mentioned
75% recommend25% neutral
Why HN recommends it
Focuses on the sensation of play: how responsiveness, physics feel, and game juice shape how controls feel to the player. Recommended for game designers and developers who want to go beyond realistic simulation.
Summarised by Claude from recommending comments
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…other great literature on games that also discuss flow can be found in Jesse Schell's book (http://www.amazon.com/Art-Game-Design-book-lenses/dp/0123694...) or in Steve Swink's book (http://www.amazon.com/Game-Feel-Designers-Sensation-Kaufmann...). (edit: no coffee yet)
on “Flow in Games, Jenova Chen's MFA Thesis” ↗Successful implementations of game physics often has far less to do with realistic simulation and far more to do with sensation. For anybody interested in diving deep, pick up Game Feel by Steve Swink[0] [0] https://www.amazon.com/Game-Feel-Designers-Sensation-Kaufman...
on “An Examination of Physics in Video Games” ↗"Designing Games" by Tynan Sylvester (creator of Rimworld), and "Game Feel" by Steve Swink, are both more recent books about high-level game design concepts, though they don't specifically focus on world building.
on “Richard Bartle releases his classic “Designing Virtual Worlds” book for free” ↗For game design, any or all of these will easily be in most top lists: - Tracy Fullerton's Game Design Workshop - Jesse Schell's Art of Game Design A Book of Lenses - Steve Swink's Game Feel - Scott Rogers' Level Up - Skaff & others' Characteristics of Games - Raph Koster's A Theory of Fun - Joris Dormans & Ernest Adams' Game Mechanics: Advanced Game Design This one was just published…
on “Deeper Than Pixels: A Reading List on Video Games” ↗Missing any Game Design books so my picks: Game Feel - Steve Swink - 2008 The Art of Game Design a Deck of Lenses - Jesse Schell - 2014 101 Things I Learned in Architecture School - Matthew Frederick - 2007 Writing for Games: Theory & Practice - Hannah…
on “Books for Game Developers” ↗…done, I -- the player -- will feel like that game is more reliable than the first TCP case. (Games, and real-time interfaces in general, have some interesting aspects that I think is well covered in Game Feel by Steve Swink).
on “UDP isn't unreliable, it's a convertible (2024)” ↗Check out “Game Feel: A Game Designer's Guide to Virtual Sensation” by Steve Swink. To some extent, responsiveness is a perception based on expectations derived from the visual and acoustical elements of a game. So on top…
on “Inputlag.science – Repository of knowledge about input lag in gaming” ↗…Jesse Schell Level Up! The Guide to Great Video Game Design, by Scott Rogers A Theory of Fun for Game Design, by Raph Koster Designing Games: A Guide to Engineering Experiences, by Tynan Sylvester Game Feel: A Game Designers Guide yo Virtual Sensation, by Steve Swink Designing Virtual Worlds, by Richard Bartle Here are a few more that I haven’t read and don’t own, so don’t know anything about them: Elements…
on “Foundations of Game Engine Development” ↗…that's colored by the end product and invariably focused on what went wrong/how to avoid it. Also it just looks gorgeous: https://www.amazon.com/Making-Prince-Persia-Journals-1985-19... [5] Steve Swink's Game Feel has been on my list of to-reads on the subject forever, but I've never gotten around to it: https://www.powells.com/book/game-feel-9780123743282 I bounced off Katie Salen/Eric Zimmerman's Rules of Play,…
on “Game Design Curriculum” ↗